Assassins (the class) in the Mists

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Assassins (the class) in the Mists

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ASSASSINS (edit: the class) IN THE MISTS

A NPC that I am creating is an assassin and thus, by the criteria of the class, must have joined an assassins’ guild. Hence I have been thinking about what lands and places could support such guilds. My research, some conclusions about the profession, and some organisations (old and new) engaged in the practice follow.

CANON:
-Doctor Van Ritchen asserts that "vampires hold positions as grandmasters of various thieves' and assassins' guilds throughout the lands of mist" (Van Richten's Guide to Vampires, p 91)
-the Ba'al Verzi in Barovia are said to number roughly a handful (Gazetteer I, p 35);
-Nicu Moldonesti (Ari1/Rog6/Asn6), a nosferatu vampire, assumed leadership of the Ba'al Verzi and turned many of its master assassins into nosferatu; with the power of domination of the nosferatu innocents are increasingly being used to safely deal death at a distance (Gazetteer I, p 35);
-Lady Kazandra, leader of the Martira Bay faction of the Kargat and official head of the Kargat is a vampire assassin (Rog5/Asn3) (Gazetteer II, p 147)
-Venrith Chole, leader of the Karg faction of the Kargat, is a ghost, werewolf assassin (Rog6/Asn6 LE) (Gazetteer II, p 36)
-“assassinations can be contracted at Boem camps” (RCS, p 207);
-“Many darklings become rogues or assassins.” (CoD, p. 116);
-The League of Nine in Borca is composed of apothecaries from the domain’s leading families and can be solicited to intervene to ‘right’ a ‘wrong’ (Gazetteer IV Web Extra, p 3-4);
-The Spider (Ancient Assassin) in Matira Bay is a vampire and had probably been hibernating for 200 years (Van Richten's Guide to Vampires, p 90-91);
-An assassin sent by the Gentleman Caller murders Arabela and, at the hands of Isolde, becomes the first of the Abominations (C pg. 40);
-Bane, an outlander mercenary and most likely an assassin, is sent by Strahd against Azalin (FoD, p 16);
-Voan Darl, an assassin, from Darkon is sent against Azalin’s forces by Strahd (I, Strahd, The War Against Azalin, p 261, p 268-289);
-Mordal, an assassin, worked for, betrayed, and was imprisoned by von Kharkov (Forbidden Lore: Oaths of Evil, p 30);
-The Church of the Spider Queen lost the last of its founders as part of a long string of assassinations in the Shadow Rift (Gazetteer 5, p 108);
-Clerics of the Church of the Spider Queen often multiclass into assassin (Gazetteer 5, p 111);
-Lustmorde.is a group of killers united and egged on in their savage passion for murder for murder’s sake by a tenebris known as the Second (or Deeper) Shadow of Death (Gazetteer 108, p 111);

DEMOGRAPHICS:
Now according to the DMG villages (401-900) are only going to harbour, at most, 1 expert and 1 rogue of sufficient level to be assassins. And on average villages would harbour 1 expert of sufficient level to be an assassin.

Small towns (901-2000) are only going to harbour, at most, 1 bard, 3 experts and 1 rogue of sufficient level to be assassins. And on average small towns would harbour 1 expert of sufficient level to be an assassin.

Large towns (2,001-5,000) are only going to harbour, at most, 3 rogues, 3 experts, 1 bard and 1 ranger of sufficient level to be assassins. On average large towns would harbour 1 bard, 1 expert, 1 rogue and 1 ranger of sufficient level to be assassins.

Because of the skill requirements no other classes will have individuals of sufficient level in towns or smaller places.

In Barovia then, with two large towns, although not of Barovian origin, three small towns, and one village there would be, at most, an upper possible limit of 33 assassins consisting of 16 experts, 10 rogues, 5 bards and 2 rangers. And there will be, on average, an upper possible limit of 12 assassins consisting of 6 experts, 2 rogues, 2 bards and 2 rangers. Practically, 1d3 experts, 1d3 rogues, 1d2-1 bards and 1d3-2 rangers would be imaginable, for an average of 4.8 assassins. That squares well enough with a handful of Ba’al Verzi. But it makes for a tiny guild. And assumes, not unreasonably, that Strahd doesn’t keep any assassins on staff, having the Boem of the Vistani to turn to in case of need.

Small cities (5,001-12,000) could, at most, harbour 6 bards, 6 experts, 2 fighters, 2 rangers, 2 rogues and 2 warriors of sufficient level to be assassins. There would be an upper possible limit of 24 assassins. On average small cities would harbour 2 bards, 2 experts, 2 rangers and 2 rogues of sufficient level to be assassins. This would yield a upper limit of 12 possible assassins. Practically, 1d3-2 bards, 1d3-2 experts, 1d4-3 rangers, 1d2 rogues, 1d6-5 fighters and 1d6d-5 warriors would be imaginable, for an average of 2.75 assassins. That is probably below the critical density needed for a guild. Which is to say that most of the largest population centres in Ravenloft, save for places where assassins are over-represented, are too small to have guilds exclusive to themselves.

Large cities (12,001+) would harbour on average 2 adepts, 9 bards, 2 clerics, 9 experts, 3 fighters, 9 rangers, 9 rogues and 3 warriors of sufficient level to be assassins. At the maximum that would be 46 possible assassins. Practically, 1d6-5 adepts, 1d2 bards, 1d6-5 clerics, 1d2-1 experts, 1d4-3 fighters, 1d3-2 rangers, 1d3 rogues, and 1d4-3 warriors, for an average of 5.75 assassins, would be imaginable. That makes for tiny guilds in Lekar, Il-Aluk, Pont-au-Museau and Kantora.

SOME CONCLUSIONS:
-in light of the skill and dispositional requirements rogues form the backbone of the profession; experts (with class skills in knowledge and languages (diplomats, merchants), animal handling and riding (body guards, bandits, bounty hunters, merchants), survival (bandits, bounty hunters, merchants), concentration, healing, and/or spell craft) also have a not unimportant place, followed by bards, then rangers;
-adepts, clerics, fighters and warriors are, at best, infrequent members of the profession;
-aristocrats, barbarians, sorcerers and wizards of sufficient level, except in the case of multiclassing, are too rare to be found (save for exceptionally) in the profession;
-the deepest, most diversified and most exceptional assassin talent pool, that in the former Il-Aluk, died with, but was preserved in unlife by, the Requiem; if Death has anything going for it, it’s demographics;
-assassins’ guild numbers could be increased by 25% to 150% by stipulating that members include those in training who have not yet qualified for the class;
-a domain without at least two small cities is unlikely to have any guild proper to itself (historical reasons justify the Barovian exception);
-a domain with two or more small cities but no large city is likely to have one or more guilds that straddle all places in the domain; many cities and large distances between them favour two or more straddling guilds;
-a domain with a large city may have a guild proper to itself, but this guild is likely to straddle, or at least attempt to straddle, all places in the domain and in any immediately surrounding domains lacking a guild;
-no assassins’ guild is going to be sufficiently large and powerful to have an official existence unless it is integrated into some larger government sanctioned institution (chiefly the military, perhaps the intelligence services, and maybe the not so secret police);
-guilds probably lack the resources for anything so substantial as a guild house and most especially the means to properly defend it; boltholes and safe houses are far more probable;
-inter-guild warfare should be extremely rare as there are simply not the numbers to waste on it;
-attrition, the authorities, freelancers, and organisations murdering for non-lucrative ends should be the chief challenges facing most guilds;
-non-lucrative motives bringing individuals together to murderous ends - and possibly draining in the process the talent pool of potential and full-fledged assassins - include statecraft, politics, ideology, religion and race;
-guilds worthy of the name should be exceedingly cautious entities, obsessed with secrecy and security, outliving rival upstarts chiefly by a ruthless attention to detail;
-a guild member will ideally have contact only with his/her masked superior and his/her subordinates in his/her branch of the guild; he/she should know little or nothing of the existence of others of his/her own rank, their superiors, their subordinates and their branches in the guild; the knowledge locked away in the grandmaster’s head should alone be able to bring down in its entirety a properly organised guild.

ORGANISATION ENGAGED IN ASSASSINATIONS:

-Ba’al Verzi, guild based in Barovia, members are ethnic Baloks and most are also nosferatu vampires, 5 full-fledged members at present, led by Nicu Moldonesti (nosferatu vampire Ari1/Rog6/Asn6 CE), historically the most infamous, feared and secretive assassins in the Land of the Mists, and this despite rarely striking outside of Barovia, Borca or Invidia, the contemporary reputation is owed in part to other guilds sometimes fabricating evidence against them to mislead investigators;

-Red Vardo Traders, organisation based in Krezk and willing to operate (for a price) throughout the Land of the Mists, members tend to be ethnic Baloks, led by Jacqueline Montarri (Rog8 or varies with head NE), 1 assassin is on staff and Montarri keeps at least one assassin’s head that she can don, the organisation will not turn away a customer ready to pay an exorbitant price for someone’s murder but will offer the victim the chance to meet that price;

-The Gundarakite rebels, resistance movement based in eastern Invidia and western Barovia, members are ethnic Gundarakites, they include 2 aged assassins from the old regime coaxed out of retirement to train a new generation, nominally commanded by Ardonk Szerieza (Com2/Ftr4/Rog4 N), secretive and cellular organisation that is happy to contemplate the murder of any Barovian whose death would materially, strategically or symbolically advance their cause;

-Nachte Naakter, little known guild within the Land of the Mists, members are Vistani of the Corvana tribe, the number of full-fledged members is unknown, although anyone successfully seeking out the Corvana with assassination as the purpose will find a member to contract with, the guild is a loose fraternity with no leader and no purpose beyond keeping the art that it practices alive among the Corvana, among the knowing few it is said that no Corvana assassin, having escaped the scene of the crime, has ever been caught;

-Kargat, secret police and intelligence service of Darkon numbering 200 members, up to half of who may be stationed abroad, 20 mid- and high-level members, mostly lycanthropes and undead, are assassins, Martira Bay faction and overall organisation led by Lady Kazandra (vampire Rog5/Asn3 LE), Karg faction led by Venrith Chole (ghost werewolf Rog6/Asn6 LE), and Corvia faction, which is gradually crumbling into disarray, led by the paranoid Beryl Silvertresss (vampire Ftr5/Ari5 NE), secretive and cellular organisation that never engages in contracted assassinations in its own name but from time to time may create fronts that do, accepting only those contracts consistent with the will of one or more of its leaders and not inconsistent with the commands of Azalin Rex;

-The Ministry of Intelligence (Falkovnia), based in Lekar and operating in the nations immediately surrounding Falkovnia and also in Invidia too, members are ethnic Falkovnians, the number of trained assassins is 7 at present with at least one on loan to Invidia at any time, directed by the Minister of Intelligence Falkfuhrer Calons Weir (LE), anyone so foolish as to approach the ministry to contract an assassination ends up, at best, impaled upon a stake;

-Lustmorde, a highly secretive, loosely associated fraternity of sadistic murderers with Morfenzi lying at the centre of their Falkovnian wide activity, members are ethnic Falkovnians, 3 are trained assassins and 1 still holds his position as an assassin employed by the Ministry of Intelligence, initiation is by a tenebris identifying itself as the Second (or Deeper) Shadow of Death;

-The (Night) Talons, highly secretive guild based in Lekar, members are liberated calibans and demihumans, 6 full-fledged members at present, led by the anonymous No One (elf Rng2/Rog3/Asn5/Shd4 NE), members delight in taking Falkovnian coin to take Falkovnian lives, they can be counted on to not betray the efforts of others to liberate their kin but little more, they do not seek the assassination of the Kingfuhrer as they believe that his replacement would be no less bigoted and all the more dangerous to them;

-Le coeur empalé, secretive guild based in Pont-au-Museau and operating in Richemulot and Dementlieu members are human female entertainers inflicted with lycanthropy by Jacqueline Renier herself, 6 full-fledged members at present, led by Elena Lafontaine (Brd6/Asn5 NE), they will contract for the life of any male, or for twice the price female, but only with the permission of the lord of Richemulot when the individual is of consequence.

-Les frères de mort, highly secretive guild based in Richemulot, members are freelance assassins who met untimely ends, were reanimated as constructs by Azalin in “an act of kindness” with an eye to eventually using them to penetrate the Death Shroud, and were subtly pushed together in Pont-au-Meseau that they might be tested, they number 6 currently, guided and brought back from destruction as need be by Ladislas Sintesti (construct Nec12 CE), they are equally willing to kill man, beast and man-beast, but are very conscious, indeed paranoid, about unwittingly creating patterns that might establish their existence and lead to their permanent destruction.

-Vexjensi, gang often based in La maison des sages, although equally at home in the environs of Aerie or Sturben and sometimes sheltering at the La Sanctuaire de la Dame Oublié, it operates in Richemulot, southern Falkovnia, and north west and north central Borca, members are Richemuloise, Falkovnian or Borcan, 2 are assassins, led by the Black (darkling (Corvana tribe)Rog5/Rng4/Asn3 CE), will gladly accept to perform any crime whatsoever for a not unreasonable price, but woe to anyone who attempts, or is perceived to attempt, a doublecross.

-The League of Nine, elusive and mysterious guild based in Borca, members are in fact apothecaries from leading families, they are 9 in number, led by Lorzen Olszanik (Rog5/CPo3/Asn3 NE), the guild may be appealed to right wrongs, which it does according to the advancement of its own pretensions to importance and power and in return for which it issues a bill;

-The Gelders, well known guild based in Nova Vaasa but willing to strike into Hazlan and Tepest, members are ethnic Vaasi, the number of full-fledged members is 6, openly led by Marguerite Vistins (Ari1/Rng6/Asn6 LE), the guild is a self-appointed guardian of Nova Vaasan interests, believed to enjoy the favour of Prince Othmar Bolshnik, widely known for maiming before murdering those involved in exporting from Nova Vaasa ungelded horses or the training techniques necessary to develop their full potential, but will accept any contract not prejudicial to the economy, culture, religion and state of Nova Vaasa, Malken has a well placed spy within the organisation and manipulates it as necessary;

-Afrbrand, secretive guild based in Toyalis, members are ethnic Mulans, 4 full-fledged members at present, led by Preben Valsisk (Mnk6/Asn3 LE), a guild born from the recent wreck of its predecessor and sworn to put the Rashemani back in their place and, in particular, to kill Eleni of Toyalis, it will enter into contracts on the lives of non-Mulan, most gladly those of Rashemani and of Mulans fraternising with Rashemani, the Iron Inquisition maintains a tenuous and deniable influence upon it as a tool for shaping secular events;

-Garras, highly secretive guild within the Lands of the Mists, members are Paka, the number of full-fledged members is but a handful at most, the guild is a loose fraternity with no leader, it rarely engages in contracted assassinations, existing rather to keep the assassin’s art alive among the Paka as a powerful instrument of vengeance;

-Lee-due anvo, guild based in the Shadow Rift and an open secret there, members are 3 powries, 1 sith and 1 teg, led by the powrie leader Malinda (Asn 8 CE), all members command at least one changeling, the guild rarely engages in contracted assassinations, existing for the pleasure of its members, to enforce the will of the Unseelie Court, and to ensure the safety of the Arak generally.

Code: Select all

EXPECTED AVERAGE NUMBER OF ASSASSINS BY DOMAIN & ACTIVE ORGANISATIONS:
		Large	Small	Large 	Small 	Assassins	Active Organisation
		Cities	  Cities	Towns	   Towns
		1,2001-	5,001-	     2,001-	901-
		6	   3	           1	        1/4

Barovia		0	0	2	3

	3		Ba’al Verzi
			Gundarakite Rebels
			Kargat

Borca		0	2	1	3

	8	        League of Nine
			Vexjensi
			Ministry of Intelligence
			(Falkovnia)
			Kargat

Darkon		0	5	4	4
	20		Kargat
			Ministry of Intelligence
			(Falkovnia)

Dementlieu	0	1	0	1
	3		Le coeur empalé
			Ministry of Intelligence
			(Falkovnia)
			Kargat

Falkovnia	1	2	2	1

	14		Ministry of Intelligence
			(Falkovnia)
			Lustmorde
			The (Night) Talons
			Vexjensi
			Kargat

G’Henna	       0	1	0	0

	3

Hazlan		0	1	1	0

	4		Afrbrand
			The Gelders

Invidia		0	0	1	1

	1		Gundarakite Rebels
			Ministry of Intelligence
			(Falkovnia)
			Kargat

Kartakass	0	0	1	1

	1		

Larmordia	0	0	0	0

	0

Liffe		0	0	1	0

	1

Mordent		0	0	1	0

	1

Nidala		1	0	0	0

	6		

Nova Vaasa	1	2	2	0

	14		The Gelders

Paridon		0	1	0	0

	3

Phirazia		0	1	0	0

	3

Richemulot	1	2	0	0

	15		Le coeur empalé
			Les frère de mort
			Vexjensi
			Ministry of Intelligence
			(Falkovnia)
			Kargat

Roskushima Taiyoo 0	0	2	1

	2

Souragne	0	0	0	1

	1 

Sithicus		0	0	1	0

	1

Shadow Rift	0	0	1	2

	2		Lee-due anvo

Sri Raji		0	1	2	0

	5

Tepest		0	0	2	0

	2		The Gelders

Valachan	0	0	2	1

	2

* * *

Vistani								Nachte Naakter
Paka								Garras
Last edited by cure on Wed Jul 11, 2007 11:28 am, edited 7 times in total.
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Post by Rotipher of the FoS »

Questions:

- What percentage of NPCs who could qualify for the assassin PrC are you assuming actually become assassins?

- Would some darklords' "stables" of assassins be larger than demographics predict, owing to their having been "given" such ready-made followers by the DPs when their domains appeared?

- How does the presence of outlander assassins (probably fairly common, given the Mists' preference for grabbing heroes and villains over ordinary people) skew the math here?

- Does every "assassin" in the organizations you list necessarily have to belong to the assassin PrC, or even be working their way towards joining it?
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Post by cure »

-I could find no official answer anywhere to the precentage of qualified NPC's who are assassins (or any other prestige class or even prestige classes in general). My goal was to keep the percentage low but that is not easy given the small number of qualified people in Ravenloft. One in four for rogues is generous, one in six might be better, one in ten experts would be generous, one in twelve or even twenty might be better, one in eight bards and rangers generous, one in ten or twelve better. But Barovia makes a mockery of that. And really there are two variables: the number of qualified NPC's (which might be above average in Barovia) and the number of those individuals who are assassins (which probably is above average in Barovia).

Other than Maloccio, I was happily surprised that the numbers basically fit. But I rather concluded that there are no such things as 'stables' with the exceptions of the Kargat and Falkovian military intelligence. If we give Strahd a stable of assassins, the numbers just don't fit, but I would say he turns to the Corvana of the Vistani when necessary. Actually a lot of the weaker darklords are probably petrified of assassins and would prefer that any that they can't absolutely control be eradicated. Jacqueline is able to personally infect assassins and thus keeps them under her thumb. Dominique and the Brain can cancel out each others control and thus neither are comfortable with assassins about. Borca is a problem however. But I concluded that it is mere fodder, not actually talented individuals that Ivana and Ivan send at each other. And most any Darklord can splurge on AN assassin if he/she wants, but having a guild is another matter.

-Well, outlanders could be seen to solve the problem in explaining where assassins get their training. But no, I see them as adventurers, the mercenaries/fodder that Darklords occassionally send at each other, and probably very often not long for the world. On the other hand, nothing excludes some of the guilds adopting them. In brief, I made no attempt to account for them in the math.

-I give the number of assassins fully trained in the class. I suggest that guilds could be swelled by an additional 25% to 150% with people training to become members of the class. There may also be support personnel or other non-assassins of importance. When in leadership positions I listed them.

-In sum, the demographics probably argue for extremely few assassins and unworkably small guilds, and I tried to stay close to the small numbers but with small workable guilds that fit with what we know of Ravenloft's past and present.

Suggestions, improvements, other food for thought is welcome . . .
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Post by cpt_machine »

My easy answer to this is the make the core bigger and allow as many or as little of any class as you want. I have issues with domains smaller that countys in my home of the England. I tend to approch the idea that the towns and villages on the map are canon but I get plenty of room to add non-cannon settlements and I dont like the idea of being able to cross domain in a day (which is possible with certain scales I've seen)

Another consideration is the relavetive power level of the average adversary in RL. Its hard to keep using the assasin class if its that rare.

Not all assasins have the assasin class, some are martial rogues, stealthy warriors or even crafty wizards.
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Post by cure »

-I am not agnostic on the question of the size of the Core, and I am entirely in favour of much more expansive seas, but the Core as written is a baseline and assassins guilds can work within it . . . if just barely.

-Well, personally, I think assassins are that rare, are, on the whole, exceedingly professional, and, as such, need to be taken very seriously not for the frequency of their attacks but for an attacks unexpectedness, its lethality, and the high probability the assassin escapes scot free . . . to kill again.

-I do not insist that all people killing for money are of the assassin class. But I do attempt to say how many people are of that class. The question was spurred by the need for a guild to join for someone who wants to take the prestige class. It is not a complete guide to murder for money in Ravenloft, but a serious attempt to come to terms with the numbers, structures, and culture of assassins of the assassin class in Ravenloft.
Last edited by cure on Sun Jun 10, 2007 8:06 am, edited 1 time in total.
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Post by cpt_machine »

I would say the basic requirements for the class were written with a full and standard fantasy realm in mind. As RL isnt that standard I would be very flexible with this idea. I personally would allow an assasin to gain the class via 1 to 1 tutorage from another assasin.

Personally I feel trying to work out the number of assasins in the core to be a fruitless excercise but it was nice to see the list of all the ones mentioned in canon. There aer as many or as few as you need to tell your story thats all that matters.
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Post by Rotipher of the FoS »

FWIW, even if you can argue that there are enough people in the Core to provide personnel for a classic "assassin's guild", I'm not convinced there are enough viable targets to make assassination a lucrative line of work. Most of the powerful figures in Ravenloft are pretty much immune to assassination, and the lower ranks don't generally require that kind of firepower to take out. Plus, is it really that smart to make your living by attacking people who might turn out to have lycanthropy or vampirism or a toxic touch...? IRL hitmen can get away with murder because they only need one bullet, but that's not always going to work in a world of monsters that pass for human, Death Attack ability or not. :?

"Assassins' guilds" in Ravenloft are more likely to be fanatical death-cults or secret societies that kill to cover up their activities, IMO, not thugs-for-hire. (That's what those outlander adventurers are for! :wink: ) Instead of guessing at what regions could sustain a conventional fantasy-style assassin's guild, I'd look for organizations that could take advantage of the assassin class's abilities -- whether or not they actually call themselves "assassins" -- and let the NPC have worked for one of those.
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Post by cpt_machine »

This touches on a topic that has bugged for some time and I tried to mention it with the size thing but failed, I think you hit the nail on the head. Theres not enough people to maintain a sense of terror. While the idea of a vampire living above a small village is a classic sterotype, the vampire would quickly wipe out the population without any difficulty. Then why is it scary? I personally cant stand the idea of small domains as for some of the darklords, a constance supply of victums is needed to maintain the status quo.

To get back to the orignal topic I feel there are enough targets for assasin as the humans outnumber the creepiness of RL easily.
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Post by Archedius »

I personally prefer to keep the number of assassins with the actual class low in number- but not the same for 'assassins'. What I mean is historically you can see that not all assassins are actually professionals. Many are clever individuals that simply have the opportunity to take the life of their target by many means- such as the Black Hand using explosives and eventually handguns to kill Archduke Ferdinand.
Yet you do also see average people being hired to kill- such as the attempt on Fidel Castros life; a person making his favorite Chocolate milkshake was tasked with putting a poison pill in the mix- it froze to the freezer, saving Castro's life.
But then again there are professional assassins such as the historic assassins the word is based off of- or modern day mercenaries/death squads/hitmen.
What I'm trying to say that I think in RL the commoner is as likely to be an assassin as the 'assassin' class itself. Unlike most settings, we can actually account for all types of killings whether through violence, opportunity or subterfuge.
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Post by steveflam »

Black Hand using explosives and eventually handguns to kill Archduke Ferdinand.
Is that a reference to Vampire the masquerade, Archedius?
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Post by HuManBing »

To comment on Rotipher's comment:

It is true that the published materials do not mention all that many positions of power. They're by definition limited in how much they can fit in, even in the case of the exceedingly dense and comprehensive Gazetteers.

But just because positions aren't mentioned in canon doesn't mean they don't exist altogether. Think of Borca or Dementlieu, with their advanced civic structure. There could be hundreds of "fairly important people" (would they be called FIPs?) whom somebody might want to bump off in their neverending Rat Race. It just takes an enterprising DM to place them.

Roti is definitely correct in saying the REALLY powerful people are going to shrug off most assassination attempts (Azalin, Strahd, and various members of the Kargat). But it's also a mistake to assume all powerful people are somehow immune to assassination.

Nothing exists in canon to suggest Ivana Boritsi or Ivan Dilisnya would be immune, for example. Even the mighty Vlad Drakov has nothing in his profile to suggest that he'd survive being hit repeatedly until his hp fell to -10 or below. While killing any of these would be a massive seismic shift in the Core's political influence (and thus I'd caution any DM strongly against doing so unless they've thought it through thoroughly), it's definitely possible.

So go one lower. Send somebody to poison Mikhail Drakov. Or stick a blade into the heart of Nostalia Romaine. Even in the magic-intensive and fantasy-rich domain of Darkon, a baron should have no compunctions about sending an unwelcome knife-bearing guest into the bedroom of a rival, if it would help raise him in King Azalin's eyes...

Assassination is highly useful. Like Terry Pratchett said, it's like war, only quieter. Have fun with it! :)
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Post by Archedius »

Is that a reference to Vampire the masquerade, Archedius?
Tarlyn, that was an actual group albeit small, of disgruntled nationalistic slavs who desired to be free of Austro-Hungarian rule. They were supported by Serbia I believe- Austro-Hungarian empire and serbia both had different sets of alliances. When the Archduke was assassinated this sparked conflict which escalated as their respective allies stepped into the fray. Thus WW1 happened.
Kinda reminds me of the western core in a way with the treaty of the Four Towers and the Falknovian/Invidian alliance on a smaller scale of course.

To make this on topic- I would hardly consider these assassins to be professional, as they missed plenty of opportunities to kill the Archduke prior during the parade- but they were assassins nonetheless. I expect most assassinations in RL to probably be committed by similarly non-professional people.
To be honest- where would one learn to professionally kill people in most domains? It is not a common thing to learn- sure there are plenty of places to learn how to fight and killing someone with force works well, but there are nuances to it. How do you infiltrate into the sleeping chambers? Where do you strike with the knife to drain blood into the windpipe? How do you poison the duke without being seen? How do you sabotage the coach to leave its passengers stuck in the countryside? How do you shaodw your target or learn more about them?
It's things like this and countless others that separate professional assassins from everyday ones. Thus the access to this knowledge is rarer- sources such as the Kargat or creatures of the night or even rarer - outlanders. So I'm still sticking with low numbers of professionals here.
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Post by cure »

Rotipher of the FoS wrote:FWIW, even if you can argue that there are enough people in the Core to provide personnel for a classic "assassin's guild", I'm not convinced there are enough viable targets to make assassination a lucrative line of work.
This is why I did not try to stuff guilds into a lot of places. There would not be enough work in Mordent, Sithicus, even Dementlieu by itself as opposed to it covered by Le coeur empalé which is based in Richemulot.

This is also why in some highly lawful places I suggested a very limited guild presence with money for murder being a secondary rather than primary motivation. In Nova Vaasa the Gelders are proud to enforce cruel justice on those scheming against the law and the state & in Hazlan Afrbrand does likewise in Ravenloft's version of the KKK.

Finally, this is why I tied up as many guilds as possible with at least secondary goals and preferably a primary goal other than money. Le coeur empalé are men-haters, Les frères de morts are an experiment by Azalin, the Ministry of Intelligence (Falkovnia) has wars to prepare and to help win, Lustmorde loves murder for its own sake, the (Night) Talons want vengeance on their former masters, Garras is about vengeance, Lee-due anvo is about pleasure, power and security, as is the Kargat and the League of Nine, the Gundarakite rebels want liberation, and the Ba'al Verzi are now as much or more about blood as money.

Purely for money guilds are limited to the Red Vardo Traders (as a side business), Nachte Naakter (but its members don't depend on assassinations to live) and Vexjensi (for whom assassination is but a crime among others that they commit).
Rotipher of the FoS wrote:Plus, is it really that smart to make your living by attacking people who might turn out to have lycanthropy or vampirism or a toxic touch...? IRL hitmen can get away with murder because they only need one bullet, but that's not always going to work in a world of monsters that pass for human, Death Attack ability or not. :?
Consequently some of the guilds are monstrous themselves, especially where need be. In Richemulot the Le coeur empalé are afflicted wererats and Les frères de la mort are constructs who are consequently immune to the dread disease. In Barovia the Ba'al Verzi is increasingly populated by vampires. Others are squarely aimed at human targets: the Gelders in Nova Vaasa, Afrbrand in Hazlan, the Paka generally. Of course surprises are always possible. But a gang led by the Darkling of Vexjensi or a Vistani asssassin from Nachte Naakter should be able to handle most surprises and certainly will have effective escape plans should flight prove necessary.
Rotipher of the FoS wrote:"Assassins' guilds" in Ravenloft are more likely to be fanatical death-cults or secret societies that kill to cover up their activities, IMO, not thugs-for-hire. (That's what those outlander adventurers are for! :wink: ) Instead of guessing at what regions could sustain a conventional fantasy-style assassin's guild, I'd look for organizations that could take advantage of the assassin class's abilities -- whether or not they actually call themselves "assassins" -- and let the NPC have worked for one of those.
Thus for the vast majority of the organisations that I described murder for money is not the only goal and often is but a secondary goal. The organisations were intended to be of interest not because they were conventional fantasy-style guilds, but rather were to be of interest in and of themselves, hopefully fitting the style of Ravenloft, and were to be sufficiently committed to the asssasin's art, engaging at least two assassins of the class, that a would-be assassin could join them and learn the art himself/herself by making the rules and the professionalism that at least some of the members practice his/her own. I make no attempt to list everyone and/or every organisation who/that might have AN assassin on staff, rather only those where one might learn the art. Even among the demon crazed Falkovnians of Lustmonde there are some members who care about standards and take pride in doing the job right.
Last edited by cure on Sun Jun 10, 2007 7:28 pm, edited 3 times in total.
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Post by cure »

HuManBing wrote:It is true that the published materials do not mention all that many positions of power. They're by definition limited in how much they can fit in, even in the case of the exceedingly dense and comprehensive Gazetteers.

But just because positions aren't mentioned in canon doesn't mean they don't exist altogether. Think of Borca or Dementlieu, with their advanced civic structure. There could be hundreds of "fairly important people" (would they be called FIPs?) whom somebody might want to bump off in their neverending Rat Race. It just takes an enterprising DM to place them.

[. . .]

Assassination is highly useful. Like Terry Pratchett said, it's like war, only quieter. Have fun with it! :)
I think Richemulot most of all and Borca as a not distant second would be rich hunting grounds for assassins. Ray in Dementlieu and its smaller size makes me less sure about about that land. The poverty of Nova Vaasa and the nature of Malken make me think that simple thuggish murder would there too often pass for assassination at least among the locals. But anyone engaged in undermining Nova Vaasan interests should be worried about the Gelders. Just as any one doing the same in Darkon should be worried about the Kargat.
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Re: Assassins (the class) in the Mists

Post by The Giamarga »

First let me say this thread is excellent. I like the thorough analysis of canon references.
cure wrote:-The League of Nine in Borca is composed of apothecaries from the domain’s leading families and can be solicited to intervene to ‘right’ a ‘wrong’ (Gazetteer IV Web Extra, p 3-4);

-The League of Nine, elusive and mysterious guild based in Borca, members are in fact apothecaries from leading families, they are 9 in number, led by Lorzen Olszanik (Rog5/CPo3/Asn3 NE), the guild may be appealed to right wrongs, which it does according to the advancement of its own pretensions to importance and power and in return for which it issues a bill;
Where can I find this web extra to Gaz IV ?

Also I would make Lorzen an Exp/Cpo/Asn unless the prerequisites of CPo permit this.


P.S.: Your tables are a bit skewed. Adding the

Code: Select all

 tags helps a bit but does not make them perfect..
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